Geometry engine processes are implemented with a process time of zero.

Coordinate values during calculation overflow differ greatly from the production unit.

Counter values for Polygon List RAM/Vertex RAM overflow do not update (updates will occur on the production unit)

Specifications for polygon auto sort on the Nintendo DS system is not implemented

Software Rendering

All features implemented. (However, differences in the image may exist.)

D3D Rendering

The attribute buffer is not emulated.

The fog enable flag and Polygon ID (translucent and opaque) are disabled.

The fog enable flag for clear register is disabled.

When the video board's W buffering cannot be used, Z buffering can be used when W buffering.

Initialization with clear image is allowable with a video board that supports Pixel Shader 2.0 or greater. However, if the video board does not support W buffering, initialization is not allowed when using W buffering.

Quadrilateral Polygon

Quadrilateral polygons are rendered as triangles.
For this reason, when the four vertices are not on the sample plane,
the display will vary on the production unit. Also, the same limitations apply to the vertex color.
However, this type of quadrilateral polygons may not display correctly
on the production unit, so they should be avoided.

Translucent Polygon

The feature that prevents overwriting when polygons with the same Polygon ID overlap is not emulated.

The software emulator does not emulate the specification that calls for including in attributes the result from an AND operation performed on the fragment fog enable flag and the attribute buffer fog enable flag.

Shadow Polygon

When rendering shadow polygons, the software emulator does not emulate the specification that calls for rendering only when the opaque attribute Polygon ID differs from the translucent Polygon ID of the rendering shadow polygon. Therefore, the object that casts a shadow may cast a shadow on itself.

Fog color is combined with the vertex color using the fragment fog enable flag.

A rendering shadow polgon may be displayed due to discrepancies in precision.

Mask does not function on video boards that do not support stencils.

Texture

Decal Mode

Exception processing when At=0 or At=31 is not emulated. For this reason, the coloring may occasionally differ.

a-Blending

The output a value is also blended using the a value. (max[As,Ab] on the production unit)

Exception processes are not emulated.

For this reason, even if the color buffer a value is zero (Ab=0), a-blending is performed using the fragment
a value. On the production unit, when the color buffer
a is zero (Ab=0), if the fragment a
value is not zero, then the color is rendered as is and may be opaque on the screen.

When a-blending is set to OFF with DISP3DCNT, polygons may not be displayed properly.

Edge Marking

Due to limitations in implementation, the edge marking line may break in the middle.

Edges may be displayed at the intersection of polygons.

Edges may be displayed where extracted portions and neighboring opaque portions meet.

Fog

Because fog color is combined with vertex color before rendering, the results may differ from the production unit.

Anti-Aliasing

Not emulated.

Timer

Prescaler selection is the one cycle of the timer count value - Not implemented